Ubershader: Add lighting shadergen override
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@@ -64,6 +64,9 @@ void EmulatorConfig::load() {
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vsyncEnabled = toml::find_or<toml::boolean>(gpu, "EnableVSync", true);
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useUbershaders = toml::find_or<toml::boolean>(gpu, "UseUbershaders", ubershaderDefault);
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accurateShaderMul = toml::find_or<toml::boolean>(gpu, "AccurateShaderMultiplication", false);
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forceShadergenForLights = toml::find_or<toml::boolean>(gpu, "ForceShadergenForLighting", true);
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lightShadergenThreshold = toml::find_or<toml::integer>(gpu, "ShadergenLightThreshold", 1);
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}
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}
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@@ -130,6 +133,8 @@ void EmulatorConfig::save() {
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data["GPU"]["EnableVSync"] = vsyncEnabled;
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data["GPU"]["AccurateShaderMultiplication"] = accurateShaderMul;
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data["GPU"]["UseUbershaders"] = useUbershaders;
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data["GPU"]["ForceShadergenForLighting"] = forceShadergenForLights;
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data["GPU"]["ShadergenLightThreshold"] = lightShadergenThreshold;
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data["Audio"]["DSPEmulation"] = std::string(Audio::DSPCore::typeToString(dspType));
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data["Audio"]["EnableAudio"] = audioEnabled;
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@@ -58,6 +58,10 @@ GPU::GPU(Memory& mem, EmulatorConfig& config) : mem(mem), config(config) {
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break;
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}
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}
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if (renderer != nullptr) {
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renderer->setConfig(&config);
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}
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}
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void GPU::reset() {
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@@ -4,6 +4,7 @@
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#include <cmrc/cmrc.hpp>
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#include "config.hpp"
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#include "PICA/float_types.hpp"
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#include "PICA/pica_frag_uniforms.hpp"
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#include "PICA/gpu.hpp"
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@@ -383,6 +384,18 @@ void RendererGL::drawVertices(PICA::PrimType primType, std::span<const Vertex> v
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OpenGL::Triangle,
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};
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bool usingUbershader = enableUbershader;
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if (usingUbershader) {
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const bool lightsEnabled = (regs[InternalRegs::LightingEnable] & 1) != 0;
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const uint lightCount = (regs[InternalRegs::LightNumber] & 0x7) + 1;
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// Emulating lights in the ubershader is incredibly slow, so we've got an option to render draws using moret han N lights via shadergen
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// This way we generate fewer shaders overall than with full shadergen, but don't tank performance
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if (emulatorConfig->forceShadergenForLights && lightsEnabled && lightCount >= emulatorConfig->lightShadergenThreshold) {
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usingUbershader = false;
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}
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}
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if (usingUbershader) {
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gl.useProgram(triangleProgram);
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} else {
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